Summer Resort: Diving

"Can you make it all the way to the underwater shrine? Remember: the seas are the realm of monsters... and aliens!? ★What sunken treasures await?★"

- In-game description

Summer Resort: Diving is the fifth and final event region for the Summer Resort event series offered in July 2018. It offers prizes to those who can endure a strenuous battle with no healing.

Event Details

 * Event duration: July 20 – August 15, 2018
 * Event type: Special "Holiday" event region.

How to Participate

 * Select "Summer Resort: Diving" from the world map -- found on the red "Specials" hub.
 * This event is only accessible after a player clears the Runic Temple in Chapter 1

Story
Echo checks up on Wol to see if he's still having fun, and it set off all of Wol's suspicions. Sure, the beach is a fun place, but it's still just an illusion, and he's certain that Echo has a trap planned for him.

And quite a trap it is! There's a Runic Temple at the bottom of the sea... and we should visit it! It's a long way down, and it tests Wol's ability to hold his breath... while fighting the denizens of the sea at the same time! It takes patience, endurance, and more than one attempt. but in the end Wol manages to get there. It doesn't hold anything as important as a Crystal, but the treasures found there make it worth Wol's while.

Afterward, Echo checks on how Wol is feeling. Is he satisfied? Not really, he confesses, and that's fine with Echo. Always strive for more, or you'll just be fat and lazy.

Wol is still curious about this entire beach area. Echo suggests the sea was lonely, so it dreamed of a beautiful beach where people could enjoy the Summer with it. Because Wol and the ladies are happy, the sea is happy.

"I hope we meet again, another Summer, like this. Say you'll remember me always, and I'll keep dreaming dreams of you."

- Echo, staring at the sea.

Sarah spends time thinking about all of the first experiences she's had here -- surf, waves -- and wonders what's out there beyond the sea. Wol tells her she could go, but reminds her there are a lot of monsters out there... then apologizes for throwing sand on her dreams. Sarah smiles, saying there's another first: Wol, shy.

Meia reflects on the sea as well. The sea is a cursed place to her, filled with sadness and lamentation. But here, the sea is calm and comforting. It's a pleasant thing.

But Summer has to end, and with it, the dream. Time to get going. And with that, Echo is gone. (and out of our story!?)

Event Map
"Get ready to take the plunge with the grand finale of the Mobius summer extravaganza! How far can you make it without restoring your HP?"

- World Map description

The path starts on the beach, with an opportunity to fight against Marine PuPus (and gather/strengthen Marine PuPu cards) then dives underwater. The first 50m are the standard path, at the end of which is the Underwater Shrine. Leading off from here are three "treasure rooms" which will unlock if you have collected at least 50 of the, , and , respectively, from all of the various Summer Resort event regions.

The path then continues deeper, offering fights against much more powerful foes while under the same limitations. These include a lot of Sicariuses, so be prepared for tough fights!

Completing the first underwater area (10m Deep) will get you a Summer Memories: Diving (Card), useful for applying ailments to the Melon Bomb (Sicarius) in the Melon Bomb Invades event, but keep in mind that it will require you to remove at least one immunity with the Summer Memories: Hiking (Card) for it to do anything.

The region has 15 total areas, including 13 treasure chests.

Strategy
This area has one important over-arching restriction: NO HEALS. Every area beyond the first one has a ailment permanently running, which prevents all healing effects. In addition, there are a lot of UFOs in the region, who tend to cast Code: 8 HP or Code: 1 HP. These bring your total health down to 8 HP, then to 1 HP, so any and all damage from fiends must be avoided at all costs. Having a boon in place is essential to surviving more than one turn.

Once the battle gets started in earnest, the UFO will always start with Code: Wall Break, which will remove your at the start of the skirmish. It's essential that you get that Wall back up, so it pays to have at least three abilities to rebuild your Wall. A Job Class with Clutch: Wall is a good start. Look for Supreme Cards like Lights of Hope and defensive cards like Alexander, Hell's Gate, or Tyro: FFRK. Extra effects that give you Life and Prismatic orbs are also valuable to fuel the walls.

The initial "Diving" area will drop the Marine PuPu (Card), which is a good initial start, with a Lesser Wall ability. It only has half the protection of its main namesake, but this card does not have a cooldown, so you can spam it repeatedly if you need to.

Locations
Every area except the first one has these ailments permanently in effect:
 * You have
 * enemies are
 * enemies are

Key Items

 * -- Gathered by playing with Wol on both main and sub-jobs.
 * Unlocks the Summer Memories: Echo area.


 * -- Gathered by playing with Wol and Meia in your Jobs.
 * Unlocks the Summer Memories: Meia area.


 * -- Gathered by playing with Wol and Sarah in your Jobs.
 * Unlocks the Summer Memories: Sarah area.

Fiends
The mainstays: The bosses The All-stars The Depths:
 * Marine PuPu
 * UFO (Light)
 * Straw Gigantuar
 * Shadow fiends
 * Death Claw
 * Demon Wall
 * Gilgamesh Prime
 * Kraken
 * Great Buffalo
 * Chimera
 * Aquamoogle
 * Melon Bomb
 * Firecracker Gigantuar
 * BBQ Tonberry
 * Omega Custom
 * Azi Dahaka
 * Takshaka
 * Blizzard Dragon
 * Cyclops
 * Ultima
 * Adrammelech
 * Ifrit
 * Hashmal
 * Bahamut
 * Brynhildr
 * Famfrit

Reference

 * Mobius News page
 * mao_shiro's Summer Event Guide on Reddit